Bek Vamp Suit


Resilience ••••• Celerity •• Vigor ••• Protean •• Auspex • Magesty ••••• Dominate •••


  • Beast’s Hackles:
    • Cost: Varies, as the Discipline is slightly tiring; the first use in a scene is free, but subsequent uses in the same scene cost 1 Vitae each.
    • Activation: Instant | Dice Pool: Wits + Empathy + Auspex
      The Beast focuses on danger and weakness. A vampire who borrows her Beast’s senses can use that focus to know if someone is about to attack her, or to pinpoint the weakest person in the room. The Beast is sensitive to things that other people cannot normally perceive; using this Discipline can pierce Obfuscate (see “Clash of Wills,” p.125).
    • Roll Results:
      • Dramatic Failure: The player asks a question as though he had rolled a success; the Storyteller should either give false information, or present a warped version of the truth.
      • Failure: The vampire’s senses cloud; his Beast doesn’t see any immediate point of weakness.
      • Success: The player can ask one question of the Storyteller. The Storyteller’s answer should include the imagery conjured by the Beast to convey the answer. This level of Auspex can only answer immediate questions about danger or weakness; the sample questions below cover much of the information the Beast can provide.
      • Exceptional Success: The player can ask two questions.
    • CONTACT:
      • It’s easier for a vampire to use Auspex on another person if he’s spent some time in intimate contact with her. The contact doesn’t need to be sexual, any period of platonic physical contact is enough. Digging a bullet out of someone’s side — or carefully severing her arm — reveals her secrets to Auspex. Intimate contact gives a +3 bonus to the vampire’s roll.


  • BASE:
    • no Vitae needed, adds Resilience to any Stamina based roll
  • Flesh Stitch:
    • Cost: None | Activation: None | Duration: Permanent
      Unlike most Techniques, Flesh Stitch permanently alters the vampire’s natural healing ability. For a single Vitae, the vampire can heal a number of bashing health levels equal to 2 + his Resilience rating or a number of lethal health levels equal to 1 + half his Resilience rating, rounded up. Further, each Vitae spent healing aggravated damage counts as a number of Vitae equal to his Resilience rating and the vampire may spend Vitae to heal aggravated damage instantly (instead of the standard 2 days per level).
  • Marble Hardness:
    • Cost: 1 Vitae | Activation: Reflexive | Duration: Instant
      The vampire reduces the number of health levels of damage he takes from a single source by his Resilience rating. This armor rating applies to all sources of damage except natural sunlight. This Technique stacks with the damage negation provided by armor.
  • Resilient Flesh
    • Cost: None | Activation: None | Duration: Permanent
      While this Technique, the vampire may downgrade a number of health levels of damage equal to his Resilience rating from any successful attack. Aggravated damage becomes lethal and lethal damage becomes bashing. Bashing damage cannot be downgraded further. The vampire may even downgrade damage dealt from environmental sources except from natural sunlight.
  • Unholy Flesh:
    • Cost: None | Activation: Permanent | Duration: Permanent
      Kindred that master the Resilience Discipline prove difficult to put down, even after all their other defenses have been bypassed. This Technique grants the vampire an additional number of health boxes equal to his Resilience rating. These health boxes are treated as natural health levels in all respects except they cannot absorb damage from natural sunlight.
  • Thickened Skin:
    • Cost: None | Activation: None | Duration: Permanent
      With this technique the vampire gains an armor rating equal to his Resilience rating. This supernatural armor applies against any effects that damage the vampire, including environmental damage, but do not protect the Vampire from natural daylight.


  • BASE:
    • no Vitae needed, adds Celerity to any Dexterity based roll
  • Quixotic Intervention:
    Cost: 1 Vitae | Activation: Reflexive | Duration: Instant
    • With this Technique the vampire gains the ability to take an Instant action as a Reflexive action in response to an Instant action that directly affects him. This Technique can interrupt other actions, such as allowing the Vampire to move away from a melee attack or make an attack before an opponent has the chance to strike. If the vampire does choose to attack, he can only attack the opponent that triggered the activation of this Technique. A vampire cannot make an attack if she’s already chosen to Dodge for the turn or otherwise used an ability that would prevent her from attacking her turn. The vampire may not activate this Technique more times in a single scene than his Celerity rating. Quicksilver Intervention cannot interrupt Reflexive actions.
  • Quickened Defense:
    • Cost: 1 Vitae | Activation: Reflexive | Duration: Scene
      The vampire levies his supernatural speed to dodge incoming attacks, moving so fast he can even avoid some gunfire. The vampire adds his Celerity to his Defense against all incoming attacks he is aware of, even if those attacks are from Firearms.


  • BASE:
    • no Vitae needed, adds Vigor to any Strength based roll
  • Crushing Blow
    Cost: 1 Vitae | Activation: Reflexive | Duration: Instant
    By spending a single Vitae, the vampire augments a single attack. If the attack is successful, the vampire deals an additional number of health levels of damage equal to his Vigor rating. The vampire must elect whether or not to use this Technique when the attack is declared.
  • Heavy Handed
    Cost: None | Activation: None | Duration: Permanent
    The vampire making melee attack with this Technique ignores a number of points of armor equal to his Vigor rating. In addition, unarmed attacks deal lethal damage and he can use his Vigor rating as a weapon damage bonus when fighting unarmed or with a brawl aid. Weapons also consider their damage rating to be equal to the Vampire’s Vigor rating, if higher than the weapons actual rating.
  • Ten Ton Punch
    Cost: 1 Vitae | Activation: Reflexive | Duration: Instant
    The vampire’s melee attacks strike so hard their targets are sent flying with each punch. The vampire can choose to inflict knockdown (if knocking the target down) or knockback (if sending the target in any other direction), whichever he prefers. On a successful attack, the target is either knocked prone (if the vampire chooses knockdown) or is sent flying (if the vampire chooses knockback) in a direction of the vampire’s choosing equal to his Vigor x the number of health levels inflicted in yards. If the target slams into a solid object from knockback, he suffers an additional amount of bashing damage equal to 1 health level per 3 yards remaining (rounded down). The object the target collides with suffers an equal number of damage on impact to a maximum of its Structure. If the object is destroyed, the target’s movement continues subtracting 3 yards per health level of damage dealt to the object to determine the remaining distance traveled. Damage could be lethal subject to Storyteller discretion in the event the vampire knocks the target into something particularly fatal, such as a wall of spikes.


  • Awe
    Cost: None | Dice Pool: None | Action: Instant | Duration: Scene
    • Awe shines a spotlight on the vampire even in a crowded room. He’s the most important person around and people want to be around him. Awe creates an aura of power, a sense that the vampire’s important, like a billionaire playboy or a movie star. He could be wearing tattered clothes, with open wounds and his face caked in shit but people still think he’s cooler than them, and they want to be around him.
    • When he wills it, all eyes fall on the vampire and nobody cares what he’s doing. For the rest of the scene, he suffers no penalties to Social rolls from his actions or appearance — even if he’s just beaten another man to death or waved a gun in a crowded nightclub. Given a chance, he can talk his way out of minor criminal offenses and almost any social faux pas. As the center of attention, he adds his Majesty dots to any Presence rolls when talking to people around him. This bonus only applies when talking to people normally, not to other uses of Majesty.
    • Anyone paying attention to him also subtracts his Majesty dots from any Wits + Composure rolls to notice anything other than the vampire. With a word, he can summon anyone in the room to his side — not by any mystical compulsion, but by making her aware that he wants her to approach. Another vampire can fortify herself against Awe with her predatory aura (see Lashing Out, p. 92). If she succeeds, she is unaffected by Awe.
  • Confidant ••
    Requirement: The vampire must use Awe on the victim.
    Cost: None | Dice Pool: Presence + Empathy + Majesty vs. Resolve + Blood Potency Action
    • The vampire doesn’t have to shout to be heard, and in a crowd that he’s already Awed, sometimes speaking quietly is the best way to get attention. With little more than a soft voice and a knowing look, the vampire brings someone new into the fold and becomes her trusted confidant.
    • Contested action; resistance is reflexive
    • Roll Results:
      • Dramatic Failure: The vampire slips up, letting some of what he wants the victim to feel leak back into himself. He’s affected by the Swooning Condition (p. 306) for the victim.
      • Failure: The victim doesn’t feel that she’s worthy of joining the vampire’s inner circle just yet.
      • Success: The vampire successfully charms his victim. She gains the Charmed Condition (p. 301).
      • Exceptional Success: It’s incredibly hard to resist the force of the vampire’s personality. The victim’s Charmed Condition lasts for nights, rather than hours.
  • Green Eyes •••
    Requirement: The vampire must have inflicted the Charmed or Enthralled Condition on the target.
    Cost: 1 Vitae | Dice Pool: None | Action: Reflexive | Duration: Scene
    • To a victim of this level of Majesty, the vampire’s attention feels so good that it’s addictive. His inner circle craves his attention like a crackhead craves a rock or a writer needs coffee. That craving first becomes desperation and then jealousy as other people attract the vampire’s gaze, if only for a minute.
    • His victim is now thoroughly obsessed with the vampire, and he can play with her feelings and desires like they were a cheap harmonica. With Green Eyes, he can shift the emotional state of anyone he’s Charmed, sending them into a violent rage (or even a frenzy, in the case of some supernatural creatures) or making them so depressed that they feel hollow without him. Each shift costs him a point of Vitae, but he can instill the same emotion in any number of victims at once. The vampire can ask one of his Charmed minions to do something in such a way that they feel an obsessive need to accomplish it. He could ask them to kill someone, to give him money, or to perform debased and degrading acts for his amusement. A Charmed victim will do whatever he wants within reason — if the request would lead to the victim taking lethal damage or hitting a breaking point, the victim will save her own skin. She resolves the Charmed Condition immediately. An Enthralled victim is far more dangerous — she won’t commit suicide for the vampire, but anything else is fair game. If his victim would hit a breaking point, she doesn’t notice (and doesn’t roll for experiencing the breaking point) until the Enthralled Condition expires.
  • Loyalty ••••
    Requirement: The vampire must have inflicted the Charmed Condition on the target.
    Cost: 2 Vitae | Dice Pool: Manipulation + Empathy + Majesty vs. Resolve + Blood Potency
    • Among his inner circle, the vampire praises some more than others, bringing them even closer to him. With a few words he can inflame their love for him. Beyond jealousy and obsession comes complete loyalty. A victim will do absolutely anything for him — and just thinking about crossing the vampire is traumatic. She ignores her other friends and her family. Her vampire is all that matters.
    • Contested Action; resistance is reflexive Roll
    • Results:
      • Dramatic Failure: Something sets the victim on edge, some discordant note forces her to rethink her affection for the vampire. She immediately resolves the Charmed Condition.
      • Failure: Though the victim remains devoted to the vampire, her loyalty does not flare into fanaticism.
      • Success: The vampire inspires burning loyalty in the victim. She’d do anything for him, giving up her blood or organs — or taking a bullet for him. The victim gains the Enthralled Condition.
      • Exceptional Success: The Enthralled Condition lasts for one week per dot of Blood Potency.
  • Idol •••••
    Cost: 2 Vitae and 1 Willpower | Dice Pool: None | Action: Reflexive | Duration: Scene
    • More than just a celebrity, a vampire who can play with people’s desires becomes a king or a star, the kind of person who wouldn’t ever be so crass as to demand people’s loyalty. People around him give it willingly, pledging to do whatever he wants if he’ll only notice them, look at them, or smile in their direction.
    • Idol enhances Awe’s aura of superiority to divine (or blasphemous) levels. The vampire can wait until she’s established Awe and then enhance it, or pay the price to immediately establish her superiority over everyone else in the room. Anyone affected by the vampire’s Awe must make a reflexive roll of Resolve + Blood Potency minus the vampire’s Majesty dots in order to take an action that could harm or embarrass the vampire in any way. Unless they succeed, they can’t so much as crack a joke at his expense. If the vampire has inflicted the Charmed Condition on anyone in his presence, she must make a reflexive Resolve + Blood Potency – Majesty dots roll when the vampire activates Idol. If she fails, she acquires the Enthralled Condition for the remainder of the scene. People who the vampire has already Enthralled cannot spend Willpower to act against him.


  • Mesmerize
    Activation Roll: Intelligence + Expression + Dominate | Activation Time: Instant | Duration: Varies
    • Resolve + Blood Potency to resist
    • Roll Results:
      • Dramatic Failure: The victim sees through the vampire’s attempt to control his mind; emboldened, he gains the Steadfast Condition (p. 306).
      • Failure: The vampire’s victim proves stronger-willed than she’d thought.
      • Success: The vampire holds her victim’s gaze for just a second, but it’s enough to inflict the Mesmerized Condition (p. 305).
      • Exceptional Success: The vampire’s control flows over the victim’s brain like water. They want to do whatever the vampire says. The vampire can issue a command in the same action as mesmerizing the victim. Once she has inflicted the Mesmerized Condition, the vampire can command the victim as an instant action. Her commands can’t be longer than three or four words, and she has to be direct — her control doesn’t extend to issuing vague commands. “Follow me,” “Shoot your husband,” and “Repeat after me…” are all suitable commands, while “Forget,” “Submit,” and “Do my bidding” have too much room for interpretation. She can even mess with the victim’s memory, making one statement about the current scene that victim will remember as truth. While she can still only use simple and unambiguous commands, she can pack a lot of changes into four words: “You killed that man” and “I was not here” combine to frame the victim for murder.
    • Eye Contact: Dominate requires a vampire make eye contact with her victims in order to issue commands. That contact is one-way — the victim needs to see the vampire’s eyes, but not vice versa. This contact is possible through simple barriers like sunglasses (even mirrored) or tinted windows, but does not work when looking at a video feed rather than the vampire herself.
    • Mesmerized Condition: Your character’s will is subordinate to that of a vampire. You’re not obviously hypnotized — you’re a bit quiet and reserved compared to normal, but nothing out of the ordinary. When the vampire who inflicted this Condition gives you a command, you cannot resist. If it’s something that you wouldn’t normally do, you might look like you’ve been hypnotized or that you’re sleepwalking, but otherwise you look and act normally. If you resolve this Condition, gain a +3 die bonus to resist further attempts to Mesmerize you in the same scene; you also can’t quite remember what happened while you were under the vampire’s spell. This Condition fades naturally after a scene, which does not count as resolving the Condition.
      • Possible Sources: The Dominate Discipline.
      • Resolution: Take any amount of bashing or lethal damage. Experience a breaking point as part of a vampire’s command.
      • Beat: n/a
  • Iron Edict ••
    Activation Roll: none | Resistance Roll: none | Activation Time: Instant | Duration: 1 Night
    Cost: 1 vitae OR none if victim is in Vinculum with the vampire
    • after inflcting mesmerize, inflict Dominated condition, give 3-4 sentence commands to target until sun rises, no Vitae if blood bond
    • The vampire can issue a longer command to a Mesmerized victim. This edict can be up to three sentences long, and can include a successive series of actions. The command takes two turns per sentence to convey. As with Mesmerize, the vampire’s control doesn’t extend to commands that rely on the victim’s interpretation. The victim takes the Dominated Condition (p. 302) and will follow the vampire’s commands as soon as she finishes speaking them. He continues to follow the order until he has completed his task, or the sun rises. Many Kindred use Iron Edict to issue a simple command, such as “Obey my direct instructions when I give them to you,” which effectively gives them control over the minion until the sun comes up — though it doesn’t extend the duration of the Mesmerized Condition.
  • Entombed Command •••
    Dice Pool: Intelligence + Subterfuge + Dominate – victim’s Resolve | Action: Instant | Cost: None; other Dominate powers may cost Vitae.
    Duration: One week per success, or one month per success (see below).
    Requirement: The vampire must have inflicted the Mesmerized Condition on the victim
    • The vampire has enough control over her meat-puppet to implant a subconscious trigger, a specific set of conditions that will turn him into her slave when he encounters them. She can force her victim into a suggestible state when he points a gun at her, make him transfer all of his money into her account when he hears Beethoven’s Ninth Symphony, or only allow him to remember his son when he smells lilacs.
    • Roll Results:
      • Dramatic Failure: The vampire’s attempt to set up a trigger backfires. The victim loses his Mesmerized Condition. For the next week, when he encounters one trigger that the vampire attempted to set he instead gains the Steadfast Condition (p. 306).
      • Failure: The attempt to set triggers in the victim’s mind doesn’t take. Is he fighting back, or is there another reason?
      • Success: The vampire can implant a number of subconscious triggers equal to the number of successes rolled to trigger specific effects of other Dominate powers. She must pay any Vitae cost for these powers as normal. These triggers remain in place for one week per success, or one month per success if the victim is in any stage of Vinculum towards the vampire. During that time, the effects of the trigger emerge each time the victim encounters the stimulus.
      • Exceptional Success: The vampire’s commands slip into the victim’s subconscious with ease. Reduce the Vitae cost by one when implanting Iron Edict and The Lying Mind. Each trigger is a specific event or sensory stimulus that causes the linked effect to emerge. The vampire must pay any Vitae cost for other Dominate powers, but only need do so once to attach that power to any number of triggers. Using Iron Edict in conjunction with Entombed Command to force a man to show up at a nightclub when he argues with his wife, and making him fill a USB stick with sensitive information from his workplace all costs only one point of Vitae. Describing both the trigger and its specific effect on the victim takes about two turns per trigger. Other Dominate abilities work as follows when channeled through Entombed Command:
             • Mesmerize: The victim gains the Mesmerized Condition when he encounters the trigger. If the vampire isn’t present to capitalize on his state, the effects soon fade.
             • Iron Edict: When the victim encounters the trigger, he immediately gains a Dominated Condition relating to the imprinted command. As he is entirely under the vampire’s sway when Dominated, he does not encounter other triggers until he resolves the Condition.
             • The Lying Mind: The trigger serves as a switch for memory alteration. Encountering it once causes a memory to emerge (or to vanish), while encountering it again reverses the change.


  • Unmarked Grave (•)
    Requirement: The vampire’s hiding place must be at least the same Size as her.
    • Cost: Varies | Activation Time: Instant | Duration: Indefinite | Activation Roll: None | Target: Self
      With a silent command, the earth itself yawns open to embrace the vampire. She merges with the ground, becoming immune to almost any harm. She can remain there indefinitely, waiting in a cocoon of soil until the time is right for her to emerge. She does not have to find stone or mud, she can just as easily slip into concrete — as long as she has servants willing to feed her while she rests. Cost: Varies; 0 for soil or earth, otherwise Vitae equal to the Durability of the material.
      • The vampire sinks bodily into the earth, for as long as she desires. Once interred, she’s mostly insensible to the outside world, though she can remain conscious if she so wishes. She has a sense of the ground above her — she’s well aware if someone tries to concrete over her hiding place. Her Kindred senses continue to function, and she remains capable of sensing the predatory aura even though her safe haven means another vampire’s predatory aura can’t force her into a fight-or-flight reaction. Should someone spill blood or Vitae upon the ground, she can absorb it. The ground dilutes Vitae enough that it can’t result in a blood bond, but to a Vitae-addicted vampire just the taste might be enough to drive her out of the ground, thirsty for more. The only way to harm the vampire is to damage or destroy the ground she resides in; she takes one point of bashing damage for each point of Structure that her haven loses. When she takes her first point of lethal damage she emerges from the ground, unable to hold herself in.
  • Predatory Aspect (••)
    • Cost: Varies | Activation Time: Instant | Duration: Scene | Activation Roll: None | Target: Self
      With this level of mastery, the vampire can manipulate her body to grant herself animalistic traits. Each trait requires the vampire spend vitae within a single turn so the vampire is prevented from assuming a trait with a Vitae cost higher than the number of Vitae she can spend in a single turn, as determined by her blood potency. Beyond that, the vampire may activate as many traits as she has Vitae. Players are encouraged to come up with additional applications of this discipline through the basic manipulation of a single feature on the vampire, but all applications should be approved by the Storyteller and reference the original discipline for balance.
      • 1 Vitae
        • The vampire may grant himself a trait to increase the severity of damage dealt by a single natural attack, such as dealing lethal damage with his fists by growing claws. When the vampire uses this trait on his bite, the vampire removes the need to grapple a target before using his bite attack. Multiple activations on the same feature over multiple rounds are not cumulative.
        • The vampire may add one to the damage rating of any natural attack by manifesting an animalistic augmentation. Multiple activations on the same feature over multiple rounds are not cumulative, but a vampire with sufficient blood potency could spend any number of Vitae to add to the damage of a single attack for the scene.
        • The vampire can grant himself an animalistic feature of some sort, such as enhanced senses, by altering a portion of his body to resemble that of the animal he seeks to mimic. Examples include the ability to see heat, scent, or extraordinary hearing. This manifestation grants the vampire (Protean) additional dice on corresponding rolls and ensures all checks made with the augmented trait are supernatural, but any additional abilities (such as tracking someone or locating an invisible target by scent) are subject to Storyteller discretion. This application of Protean can also grant a (Protean) die bonus on skill uses not related to combat, such as growing webbing between the vampire’s fingers and toes for a bonus to Athletics rolls while swim. As a general rule, the application of these features should have the same scope as a skill specialty.
      • 2 Vitae
        • The vampire can grant himself an additional feature, such as a third arm or a tail. The limb should have similar functionality to an existing appendage, such as a tail that can grip weapons. Limbs grown this way cannot grant the vampire an additional action, but a vampire could use this discipline to circumvent penalties (such as a vampire growing a tail to wield a sword when his hands are bound). Should the vampire’s body be bound to prevent him from gaining an additional feature, the vampire should make a Strength + Stamina + Protean roll to break free of the bonds with a difficulty of the binding’s Durability. The vampire cannot use this feature to alter her own size. Alternate modes of transportation granted by this application, such as flight or tunneling, have a movement speed equal to the vampire’s base movement speed but can be augmented by other disciplines (such as Celerity) as normal.
      • 3 Vitae
        • The vampire can alter her body in a way to that benefits one of her derived physical characteristics. A vampire using this application of the Protean discipline typically adds her Protean rating to the trait in question. Examples include hardening her skin to grant her Protean rating in armor or augmenting her legs to grant her Protean rating as a bonus to her movement speed. This discipline cannot grant the vampire cumulative bonuses to the same statistics and cannot alter attributes (and, by proxy, Defense) or skills directly. Alternatively, the vampire can use this application of Protean to assume a similar humanoid form of the same size. This application only alters the vampires physical body so clothes and any other possessions remain unchanged. Vampires with supernatural sight, such as Auspex, engage in a clash of wills as normal to determine the vampire is not who she appears to be and can discern her true form. Otherwise if the vampire does something uncharacteristic of the form she’s assuming opposed rolls are used as normal.
        • Features augmented with Protean are always obvious. More radical augmentations might be available at higher Vitae expenditures, subject to Storyteller discretion. Multiple augmentations cannot affect the same feature, so a Blood Potency 2 Kindred could not spend 2 Vitae one turn to grant himself a 2 damage rating with his fists then spend 2 Vitae the next to deal aggravated damage.


  • Enfeebling Aura
    Prerequisites: Majesty 1, Resilience 1 | Cost: 1 Vitae | Action: Contested
    • My Roll = Presence + Intelligence + Majesty VS. Composure + Blood Potency to resist
      • for every success can remove 1 dot in Majesty and 1 dot of Celerity OR Resilience OR Vigor in target (max Majesty in dots removed)
  • Juggernaut’s Gait
    • Cost: 5 Vitae | Reflexive | Lasts 1 turn
    • immune to all damage for the turn, can spend Vitae on previous turns to build up to it

Innate Abilities

  • No clan, which means no favored Disciplines
  • You take damage from sunlight as normal
  • Spend 1 Vitae to appear alive for a Scene
    • Consumed food and drink are “ejected” later in the evening
  • Kindred have enhanced senses
    • No penalties on perception checks in poor lightning
    • Kindred only suffer a -2 penalty in pitch black
    • Immediately notice even trace quantities of blood
    • Heart heartbeats up to 3 yrds / Blood Potency away
    • Smell blood up to 10 yrds / Blood Potency away without rolling
      • Multiply this value by Auspex dots
      • Add Blood Potency to track a human by scent if their blood has been tasted
  • Spending 1 Vitae heals 2 bashing health levels or 1 lethal health level
    • Healing aggravated “naturally” requires 1 day sleep, over which the Kindred must spend 5 Vitae
      • Aggravated damage leaves scars on Kindred, although the scars appear natural
  • Spend 1 Vitae to add +2 dice to any physical (Strength / Dexterity / Stamina) action for 1 turn
  • When Kindred sleep, they return to exactly as they were at the time of their embrace
    • Kindred can spend 1 willpower to make a change in their appearance permanent
    • Kindred unconscious spend Vitae to heal while sleeping
      • Kindred can spend 1 willpower when falling asleep to not heal wounds

Bek Vamp Suit

Corporate Woman GMJJ